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Spatialized audio in a three-dimensional computer-based scene

  • US 7,379,962 B1
  • Filed: 01/19/2000
  • Issued: 05/27/2008
  • Est. Priority Date: 01/19/2000
  • Status: Expired due to Fees
First Claim
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1. An audio conferencing method comprising:

  • receiving real-time audio data from a source audio client;

    attenuating the received real-time audio data and stored audio data associated with a point source based on audio decay characteristics to simulate positions of the source audio client, the point source, and a target audio client, wherein each source audio client and each point source is assigned a respective selected decay function from a plurality of predefined decay functions; and

    delivering the attenuated audio data to the target audio client;

    wherein attenuating comprises;

    calculating a weighted value for each source audio client and each point source based upon the particular decay functions respectively associated with each source audio client and each point source;

    wherein each weighted value corresponds to a particular percentage of a maximum volume at which the attenuated audio data may be delivered to the target audio client, andwherein delivering the attenuated audio data to the target audio client comprises delivering the portion of the attenuated audio data respectively associated with a particular source audio client or a particular point source only if the weighted value respectively associated the particular source audio client or particular point source exceeds a predetermined value.

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